Journal of The Korean Association For Science Education
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v.37
no.6
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pp.993-1003
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2017
Teachers expect team-based project learning to help students develop collaborative and real-world problem solving skills. In practice, however, students tend to solve problems with simple division of labor, and there is a tendency that learning transfer does not occur in solving problems. The purpose of this study is to develop a collaborative learning model based on the transactive memory system (TMS) and to verify its effectiveness. The collaborative learning model based on the TMS is composed of three stages. The first stage is developing TMS. In this stage, the students learn physics concepts and make knowledge about the expertise of group members through peer instruction. The second stage, activating TMS, is building trust through solving well-defined problems for developing near-transfer. And in the third stage, applying TMS, the students solve an ill-defined problem based on real-world context for practicing far-transfer. Based on this model, a 15-week program including two projects on geometric optics and sound waves was developed and applied to 60 college students. The data for five weeks of one project were collected and analyzed. As a result, the TMS of the experimental group with the TMS-based collaborative learning model improved stepwise. Whereas, the difference between the first week and the last week was statistically significant, while the TMS change of the comparison group using the general project learning model was not significant. Also, the experimental group showed that the learning transfer occurred better in the project than the comparison group. A collaborative learning model based on TMS can be used to learn how students gain synergy through collaboration and how students collaboratively transfer the learned concepts in problem solving.
Data mining plays an important role in knowledge discovery process and usually various existing algorithms are selected for the specific purpose of the mining. Currently, data mining techniques are actively to the statistics, business, electronic commerce, biology, and medical area and currently numerous algorithms are being researched and developed for these applications. However, in a long run, only a few algorithms, which are well-suited to specific applications with excellent performance in large database, will survive. So it is reasonable to focus our effort on those selected algorithms in the future. This paper classifies about 30 existing algorithms into 7 categories - association rule, clustering, neural network, decision tree, genetic algorithm, memory-based reasoning, and bayesian network. First of all, this work analyzes systematic hierarchy and characteristics of algorithms and we present 14 criteria for classifying the algorithms and the results based on this criteria. Finally, we propose the best algorithms among some comparable algorithms with different features and performances. The result of this paper can be used as a guideline for data mining researches as well as field applications of data mining.
Kareem, Kola Yusuff;Seong, Yeonjeong;Jung, Younghun
Journal of Korean Society of Disaster and Security
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v.14
no.4
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pp.17-27
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2021
Streamflow prediction is a very vital disaster mitigation approach for effective flood management and water resources planning. Lately, torrential rainfall caused by climate change has been reported to have increased globally, thereby causing enormous infrastructural loss, properties and lives. This study evaluates the contribution of rainfall to streamflow prediction in normal and peak rainfall scenarios, typical of the recent flood at Piney Resort in Vernon, Hickman County, Tennessee, United States. Daily streamflow, water level, and rainfall data for 20 years (2000-2019) from two USGS gage stations (03602500 upstream and 03599500 downstream) of the Piney River watershed were obtained, preprocesssed and fitted with Long short term memory (LSTM) model. Tensorflow and Keras machine learning frameworks were used with Python to predict streamflow values with a sequence size of 14 days, to determine whether the model could have predicted the flooding event in August 21, 2021. Model skill analysis showed that LSTM model with full data (water level, streamflow and rainfall) performed better than the Naive Model except some rainfall models, indicating that only rainfall is insufficient for streamflow prediction. The final LSTM model recorded optimal NSE and RMSE values of 0.68 and 13.84 m3/s and predicted peak flow with the lowest prediction error of 11.6%, indicating that the final model could have predicted the flood on August 24, 2021 given a peak rainfall scenario. Adequate knowledge of rainfall patterns will guide hydrologists and disaster prevention managers in designing efficient early warning systems and policies aimed at mitigating flood risks.
The purpose of this study is to analyze and compare brain activation that appears in the self-regulation process of biology major and non-major college students in life science learning. The self-regulation task implemented a life science learning situation with the concept of biological classification. The brain activation of college students was measured and analyzed by fNIRS. In the assimilation process, bilateral FP and left DLPFC show significant activation, and the two groups show a difference in the left OFC activation related to motivation and reward. In the conflict process, the left DLPFC shows significantly lower activation in common, and the two groups show a difference in activation between BA 46, which is related to recent memory, and BA 47, which is related to long-term memory. In the accommodation process, a significantly high activation was found in right DLPFC in common, and the two groups show a difference in activation between right DLPFC and right FP. These areas are in the right frontal lobe area and are related to the understanding of life science knowledge. As a result of this study, it can be seen that the brain activation patterns of biology major and non-major college students are different in the self-regulation process. In addition, we will propose additional neurological studies on self-regulation and present systems and learning strategies that can be constructed in school settings.
Journal of The Korean Association For Science Education
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v.42
no.3
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pp.311-324
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2022
This study analyzed the types of scientific emoticons made by science-gifted elementary school students and their perceptions on making scientific emoticons. To do this, 71 students from 4th to 6th graders of two gifted science education center in Seoul were selected. Scientific emoticons made by the students were analyzed according to the number and types. Their perceptions on making scientific emoticons were also analyzed through a questionnaire and group interviews. In the analyses for types of text in the scientific emoticons, 'word type' and 'sentence type' were made more than 'question and answer type'. And the majority of students made more 'pun using pronunciation type' and 'mixed type' than other types. They also made more 'graphic type' and 'animation type' than 'text type' in the images of the scientific emoticons. In the analyses for the information of the scientific emoticons, 'positive emotion type' and 'negative emotion type' of scientific emoticons were made evenly. The students made more 'new creation type' than 'partial correction type' and 'entire reconstruction type'. They also used scientific knowledge that preceded the knowledge of science curriculum in their grade level. The scientific knowledge of chemistry was used more than physics, biology, earth science, and combination field. 'Name utilization type' was more than 'characteristic utilization type' and 'principle utilization type'. Students had various positive perceptions in making scientific emoticons such as 'increase of scientific knowledge', 'increase of various higher-order thinking abilities', 'ease of explanation, use, memory, and understanding of scientific knowledge', 'increase of fun, enjoyment, and interest about science and science learning', and 'increase of opportunity to express emotions'. They were also aware of some limitations related to 'difficulties in the process of making scientific emoticons', 'lack of time', and 'limit that it may end just for fun'. Educational implications of these findings are discussed.
Park, Hyun-Kyu;Lee, Wan-Gon;Jagvaral, Batselem;Park, Young-Tack
Journal of KIISE
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v.43
no.1
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pp.87-95
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2016
Recently, due to the development of the Internet and electronic devices, there has been an enormous increase in the amount of available knowledge and information. As this growth has proceeded, studies on large-scale ontological reasoning have been actively carried out. In general, a machine learning program or knowledge engineer measures and provides a degree of confidence for each triple in a large ontology. Yet, the collected ontology data contains specific uncertainty and reasoning such data can cause vagueness in reasoning results. In order to solve the uncertainty issue, we propose an RDFS reasoning approach that utilizes confidence values indicating degrees of uncertainty in the collected data. Unlike conventional reasoning approaches that have not taken into account data uncertainty, by using the in-memory based cluster computing framework Spark, our approach computes confidence values in the data inferred through RDFS-based reasoning by applying methods for uncertainty estimating. As a result, the computed confidence values represent the uncertainty in the inferred data. To evaluate our approach, ontology reasoning was carried out over the LUBM standard benchmark data set with addition arbitrary confidence values to ontology triples. Experimental results indicated that the proposed system is capable of running over the largest data set LUBM3000 in 1179 seconds inferring 350K triples.
This article is aimed at understanding the political narratives represented in the National Museum of Indonesia. Starting initially as a colonial museum, the National Museum of Indonesia functioned as a useful tool for the Dutch colonial force to fuel its imaginations of the colonial territory and the people within it. The Dutch used the cultural display to advertize its benevolent colonial rule. All the while, the museum also inevitably reflected orientalism on the people and the culture of the colony. The republic of Indonesia inherited the colonial museum's practices and its display patterns. The business surrounding the museum also played a key role in the newly-born nation-state laying out a future for its redefined territory and people. Thus, what the colonial force imagined for the colonial territory through the study of museum displays was rather directly transferred to the republic without serious consideration of the decolonization process. Four main characteristics have been seen in the museum displays. The first is an emphasis on the glorious Hindu-Buddha history, from which numerous temples, statues, and jewelry have been found. Secondly, the Islamic period, which spanned between the Hindu-Buddha times to the colonial era, has almost completely been eliminated from the display. Third, the colonial era has been depicted as the time of Europe's exportation of scientific tools and adaption of sophisticated living patterns. Fourth, the images of ethnic groups were represented as being stagnant without reflecting any challenges and responses that these groups had faced throughout history. Looking at these display patterns, it can be concluded that all the dynamic internal developments and anti-colonial resistance that took place during the Islamic and Colonial Era have simply not been represented in the museum display. These display patterns do not reflect the real history or culture of the archipelago. Two considerations are thought to have influenced the neglecting of social realities in the display. The first of which is the Dutch's and Republic's apprehension over the possible political upheaval by the Islamic forces. Yet, more fundamentally, cultural displays themselves are distinct from historical education in that the former pays more attention to business ideas with an aim to attract tourists rather than to project objective historical knowledge. Thus, in cultural displays, objects which work to stimulate fantasies and spur curiosity on archipelagic culture tend to be selected and emphasized. In this process, historical objectivity is sometimes considered less vital. Cultural displays are set up to create more appealing narratives for viewers. Therefore, if a narrative loses its luster, it will be replaced by another flashy and newly-resurrected memory. This fact reveals that museums, as transmitters of historical knowledge, have a certain degree of limitation in playing their role.
Journal of The Korean Association of Information Education
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v.6
no.2
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pp.212-224
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2002
The purpose of this study is to design and implement the web-based counselling system in aspects of learning type and method by PBL in Constructivism. Learning problem is classified into learning difficulty, learning disability, emotional disability, memory/cognition, ADHD(attention deficit hyperactivity disorder), classwork, and school circumstance. Counselling for individual, offline visit, parents, electronic mail, and group with professionals who were involved in the design and implementation of learning counselling were used to supplement the clinic process for learning. The result of this study aims to administer the distance counselling system for learning without prominent computer knowledge. Each learner can solve diverse private learning problems which can be widely applied for situated learning. Also these online strategies by PBL indicate that providing learning types and methods are critical for overall understanding in online counselling system for learning.
This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.
Kwak, L. K.;kim, J. Y.;Yang, D. J.;Ko, M. S.;You, S.;Kim, K. T.
Proceedings of the Korean Society of Precision Engineering Conference
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2002.05a
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pp.342-347
/
2002
After the industrial revolution in 20 century, the world are preparing for new revolution that is society with knowledge for a basis such as IT(Information Technology), NT(Nano Technology) and BT(Bio Technology). Recently, NT is applied to various fields that are composed of science, industry, media and semiconductor-micro technology. It has need of IT that is ultra-precision positioning technology with strokes of many hundreds mm and maintenance of nm precision in fields of ultra micro process, ultra precision measurement, photo communication part and photo magnetic memory. Performance test of servo control system that is used ultra-precision positioning system with single plane X-Y stage is performed by simulation with Matlab. Analyzed for previous control algorithm and adapted for modern control theory, dual servo algorithm is developed by minimum order observer, and stability and priority on controller are secured. Through the simulation and experiments on ultra precision positioning, stability and priority on ultra-precision positioning system with single plane X-Y stage and control algorithm are secured by using Matlab with Simulink and ControlDesk made in dSPACE
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